Bloodlines   Posted by Shadow of Twilight.Group: 0
Shadow of Twilight
 GM, 67 posts
Tue 16 Oct 2018
at 18:58
Bloodlines
Blood Brothers
Background: little is known about the origin of the Blood Brothers some speculate about their origins regardless. Some speculate that the Bloodline originated from a time before recorded history and conflicted with the Kindred of ancient Babylon, others further speculate the Bloodline emerged during some ancient conflict with the Strix the inherent loyalty the Blood Brothers had with one another offerd some protection from the Owls.
Others claim that they the Blood Brothers were the creation of various Covenants, some say the lancea et sanctum created the Blood Brothers through a powerful ritual to bind a heretical city of Kindred to the Church of the Damned, others say they were meant to be a weapon for the early Circle of the Crone, others still give credit to the Invictus for selectively breading the Bloodline. In modern nights some factions of the Ordo Dracul gladly take the blame for their creation.
What is known is that whichever history is true in a particular region the population of Blood Brothers waxes and wanes throughout the years as local Kindred grow to use them as weapons and at times see them as threat to the masquerade.
Perhaps the truth is that the Blood Brothers have always existed and throughout their long history served various niches is the Danse Macabre, the stories may support this claim but the Idea of a bloodline which brings all wayward clans together could be alarming to Elders of the Clans and the leadership of any Covenant and it is perhaps that promise of unity that has caused the Blood Brothers to have such a dubious reputation.
The Becoming: The Blood Brothers seldom embrace into their bloodline though it is not unheard of, often would be Blood Brothers are recruited from Kindred who have become outcast from their own clan.
Blood Brothers for close knit groups called Circles often with all member Blood Bound in various degrees to other members of their Circle. Each member of the given Circle typically has something to offer his fellow Blood Brothers.
Given that the bloodline calls from all clans they do not look for particular traits in a prospective candidate other then a natural degree of loyalty a rarity in Kindred society. Many Blood Brothers shear allegiance to their Coterie or in many cases previous Coteries and their own Circle.
In the Danse Macabre: the Bloodline fills an interesting niche in the all night society. The clever Elder would easily be able to manipulate a whole Circle of Blood Brothers to do his bidding making them excellent servants, however having a pack of obsessed Vitae hungry Kindred can be as much a liability as it is an asset. To the day to day Kindred though a Circle of Blood Brothers would appear to be nothing more then a really close coterie and perhaps to those more conservative Kindred they are an inevitable Masquerade breach.
Among the Covenants the Blood Brothers are something of an anomaly indeed they can and do come from all walks of life, universally the Blood Brothers are mistrusted by the leadership of all the Covenants because they are seen as a risk to letting Covenant secrets out though again it is not unheard of for a whole circle to herald from one covenant.
The Sanctified perhaps detest the Blood Brothers more then any Covenant because of their group like thought process, the First Estate similarly while unafraid to make use of Blood Brothers sees their Discipline of Sanguinus as a threat to the Masquerade. The Firbrands are a mixed back with some factions believing the Blood Brothers as the ultimate form of a collective Kindred Socioty while others say their lack of individualism is stagnating. The Circle of the Crone and the Ordo Dracul boast perhaps the greatest number of Blood Brothers, the Ordo interested in the supernatural connection the Blood Brothers shear with one another, the Acolytes often seeing the union many Blood Brothers shear as something to be celebrated.
Beyond the Covenants each Circle is a complex web of vinculum, emotion, and predatory instinct. Circles may also come in to conflict with other Circles exist in the same city, Circles are also extremely loyal to those in their Circle to the point that Circles will put that loyalty first.
Nickname:
Clan: any
Bloodline Bane: The Sanguine Curse - for the Blood Brothers Vitae is both a blessing and a curse, upon joining the Bloodline the Kindred immediately gains Vitae Addiction Condition, additionally rolls to resist Hunger frenzy suffer a penalty of 7 – Humanity.
Bloodline Disciplines: same as parent Clan plus Sanguinus
Bloodline Gift: in addition to the unique Bloodline Discipline of Sanguinus Blood Brothers gain the Blood of the Family trait.
Blood of the Family- The Blood Brothers Bloodline is born of Vitae, for them there is no escaping its allure, more importantly the sense of closeness it brings, a Blood Brother may have any number of vinculums active at any given time and at any level, in addition they gain Blood Sympathy with anyone they have formed a vinculum with. A first stage vinculum counts as thrice removed, a second stage vinculum counts as twice removed, a third stage vinculum counts as once removed.
This trait is a blessing and a curse for the Blood Brothers as it ensures loyalty within their circle, but can often lead to conflict with those outside their circle.


Sanguinus
Brother’s Blood •
Circles of Blood Brothers are notoriously resistant all thanks to the communal blood that flows through them. A Blood Brother has known to survive the most savage blows because of the combined regeneration offerd by others in his circle.
Cost: Varies
Dice Pool: none
Action: Instant
Requirement: The Blood Brother must have a vinculum with the intended target.
The Blood Brother may spend Vitae to heal wounds of those they shear a vinculum with. They need not touch the target but this power has an effective range of Blood Potency x10 yards. The Blood Brother has no way of knowing if the target they are trying to heal is wounded unless they each shear a vinculum with one another.
Octopod ••
The Blood Brothers are capable of transforming the bodies of those they are bonded with, with this power the the Blood Brother dissolves parts of her own body transferring it to those who might be able to make better use with her body.
Cost: 1 Willpower + 1 Vitae per limb transferred.
Dice Pool: none, Stamina + Survival + Sanguinus vs Stamina + Blood Potency
Action: Instant
Duration: 1 Scene
Requirement: The Blood Brother must have a vinculum with the intended target.
Results
Dramatic Failure: the Blood Brother suffers a number of Aggravated Damage equal to the amount of Vitae used for the power.
Failure: nothing happens.
Success: the Blood Brother can transfer parts of her external body to others, at time such alien action can be unwanted if it is the Contested roll above takes place. With this power sensory organs can be passed along, adding up to two dice to appropriate perception rolls, limbs can equally be transferred allowing for tilts to be ignored if it is the appropriate limb, other effects could also happen depending upon the purpose of the transfer, in such circumstances the Storyteller should decide what the advantages are. this power has an effective range of Blood Potency x10 yards.
When the limbs are transferred the Blood Brother donating the limb takes appropriate penalties as if she did not have the limb.
Exceptional Success: none other then greater certainty that the transfer will take place.
Gestalt •••
This power brings the Blood Brother all the closer to those he has been tied to by the blood, they can better feel one another, even mimicking the skills of others, all the will shearing senses with one another.
Cost: 2 Vitae
Dice Pool: none, Presence + Survival + Sanguinus vs Composure + Blood Potency
Action: Instant
Duration: 1 Scene
Requirement: The Blood Brother must have a vinculum with the intended target.
Results
The Blood Brother makes the connection to those he is tied to by the power of the vinculum, if they wish they may resist in that case consult the roll above. this power has an effective range of Blood Potency x10 yards and if the Kindred shear a mutual vinculum both may benefit from the effects of this power. This power offers the Kindred a number of passive bonuses.
+1 to all perception rolls for all those in range that shear a vinculum with her.
+1 to all Contested Rolls, additional -1 to all other rolls which just call for Resistance.
+1 to send and receive Blood Sympathy (use blood sympathy range for use, but the bonus requires other kindred the target is bound to to be in the area)
The kindred may spend 1 Vitae and spend a turn doing noting but concentrating (she also loses her defense) and let the target gain access to her rating in a skill, she loses acess to the skill for the duration.
Ancients Blood ••••
With this power the Vitae of one Brother is the Vitae of all his Brothers, with this power the Blood Brothers have demonstrated power far beyond their years a vampire, many Elder Kindred are hesitant to interact with the Blood Brothers when they hear of such a power fearful of just what a vengeful Blood Brother may do to them.
Dice Pool: None
Cost: 1 Willpower + 2 Vitae
Action: Instant
Duration: 1 Night
Requirement: The Blood Brother must have a vinculum with the intended target.
Results
The Blood Brother may send a number of points of Blood Potency so long as she still has 1 point of Blood Potency to someone whom she shears a vinculum with that person, alternatively she may be given Blood Potency so long as the person donating still has 1 point of Blood Potency.
All participants must be willing and this power requires skin to skin contact for 1 turn per point of Blood Potency.
Congealed Entity  •••••
The most horrifying power of Sanguinus allows the Blood Brother and his Circle come together as one horrific entity of one body and one mind. Rumor and speculation says that some Blood Brothers even go on to grow addicted to becoming this formless and usually destructive mass.
Dice Pool: none
Cost: 4 Vitae
Action: Instant
Duration: 1 Night
Requirement: The Blood Brother must have a vinculum with the intended target.
Results
The Blood Brother transforms and merges with others, their bodies an minds become one in that moment. The resulting creature is completely aberrant and utterly inhuman and seeing the transformation may cause onlookers to test their integrity.
The creatures attributes start as the lowest attribute from those Kindred that make up the monstrosity, add 1 to each attribute for each additional Kindred used in making the beast.
The creatures size is 5 + 1 for each additional Kindred.
The creatures skills work the same using, except that the lowest skill for all Kindred is used and add 1 point for each other Kindred who also posses said skill.
The masses Blood Potency starts at 1 and gains an additional point for every additional Kindred, combine all Kindreds Vitae in to one pool, with maximums determined by its new Blood Potency. Similarly for it's disciplines use the highest rating of all those that make up the entity.
The creature is immune to being Staked, it's hearts are to randomly spread out, all of its social rolls are counts as Dramatic rolls unless it is interacting with another Blood Brother.
Shadow of Twilight
 GM, 68 posts
Tue 16 Oct 2018
at 19:00
Bloodlines
Daughters of Cacophony-Sons of Discord
Background: little is known about the origins of the Sirens and the Satyrs yet Kindred historians have been able to accumulate some evidence pointing towards the Bloodlines founding. Kindred scholars agree that the Bloodline came into being in the period following the fall of the Camarilla and before the Golden Age of the Invictus. The story as it has been gathered is that the Bloodline was founded when two children, one girl, one boy and some stories say they were twins wondered in to a Dark Forest following a call no one else answered. The Forest the children soon learned was controlled by a hag shrouded in black, she nurtured the children, taught them, feed them on the stuff of the Forest. She taught the Children the power of Song the how to hear the majestic song of the world.

All was well in the timeless Dark Forest and the children grew to be young adults of unparalleled natural beauty. One night the grown children traveled through the forest and meet the Stranger, a creature of smoke and shadow, it offered them substance, they never knew of deceit and so happily accepted the sweet substance offered by the Stranger. Just as they consumed the substance the Hag emerged throwing away the Stranger, but it was to late as she did the forest erupted in fire, the grown children not knowing the ramifications of consuming what they did were gripped by Frenzy and overtook the Hag as they fled from her forest back into the world.

Some versions of the story have the Hag and the Stranger as one in the same as for what became of the Hag and the Stranger is unknown to the Kindred scholars that have researched the bloodline, some are quick to point out that the descriptions of the place are reminiscent of the Strix while others point out a more fantastical connection involving the creatures of Arcadia, perhaps somewhere between these points key the truth, but none in the bloodline are shearing if this is the case.

What is known in the years that flop lowed the Sister twin would lead her descendants in a sophisticated highborn manor while the Brother twin would lead his descendants in pursuit of their passions in beholden to the expectations of Society.  Some say this is where the Bloodline spit but this is lie the two wings of the Bloodline secretly work in tandem pursuing unknowable goals, some say they serve the Hag or the Stranger while others say they are in hiding from them. What is known about the Bloodline is that nothing is known with any great certainty about them.

The Becoming: both wings of the Bloodline recruit from those individuals who are touched by the spark of creativity, it is not uncommon for the perspective candidate to be sponsors by the would be Sire for sometime before their embrace, the sire often nurturing the candidates creativity to an almost obsessive degree, the prospective candidate is built up and then before their embrace often pulled down so that they are forced upon waking as a Kindred to recreate themselves. Singing in particular has proven to be a talent highly valued by the Sirens but it is by no means an exclusive talent cherished by the bloodline.
Social attributes are among the most valued traits for the bloodline their emphasis on creativity and interaction means such traits are highly prized. Similarly some arts call for physically meaning that such attributes can also be greedily desired in a prospective candidate, it is also something to be said the vigor with which a strong and passionate individual can pursue their agenda. Mental attributes often play a secondary roll supporting the other nuances of the Kindred.

The Daughters of Cacophony as the female members of the Bloodline are referred to as often come from the wildly talented, or unique stock of the social elite which because of their higher station in life are able to be more appreciative of the finer details of whatever their given song tells them. They also have a tenacity for recruiting from a more reserved stock accustomed to the lifestyle of high Society, many of the Sirens easily adapt to the lifestyle of being an active member of Court.

The Sons of Discord are the title carried by the male members of the Bloodline and they often pull from no less talented stock of not less well to do. Satyrs are passionate to an extreme particularly when it comes to the area of their song, either because of their taste or because of their dedication they often find themselves as outcasts rejected by Society, yet this makes the satyrs ready for the grinding, brutal nature of kindred life.
It would be easy to assume that the high society Sirens and the lowborn Satyrs would conflict with one another but this is not the case more often then not. Their songs compliment and contrast with one another the Satyrs protect the Sirens in the areas where they are strong in turn the Sirens ensure the Satyrs are kept safe from the hatful judgment of those who fail to comprehend their art.

The bloodline is not entirely built around gender, it is entirely possible for a man to act the part of a Siren and a women to play the part of a satyr what matters is what traits they exhibit more of, the variance is simply based on how the bloodline generally functions but is by no means mandatory or even an expected norm.

In the Danse Macabre: in the midnight games played by Kindred young and old the Sirens and their Satyr counterparts find themselves quite comfortable being the power behind the Throne, whispering the latest intrigues to the Prince, or member of their coterie. They may be artist but they are also manipulations, they will be supportive of whomever they wish but their interest can pass just as quickly. Thanks to their powers they are useful and well sought after but they are equally mistrusted because of just how quickly their interest passes.

The Sirens are well adjusted to life in the Invictus, the Conspiracy of Silence advocates for the arts as a way to maintain ones humanity, beyond this the Sirens abilities of communication through their song allow many in the First Estate to easily communicate orders along their vast webs of influence. The Satyrs in the meanwhile find refuge in the accepting arms of the Circle of the Crone, who encourage their unique art forms and more deviant songs, conversely some Acolytes believe the mysterious song described by the Satyrs to be the words of the Crone herself elevating the bloodline to revered status. The Firebrands of the Carthian Movments also play host to a new generation of Sirens and Satyrs respectively, the firry naοve passion of the movement in some areas attracting a new age of Kindred artist. The rigid fixed structure of the Church and the Ordo Dracul are repulsive to many of the free thinking Sirens and Satyrs and due to their easily distracted characteristics they struggle with learning the rituals of Theben Sorcery and researching the Coils of the Dragon.

Nickname: Sirens (Daughters of Cacophony), Satyr (Sons of Discord), the Distracted (Derogatory)

Clan: Daeva

Bloodline Bane: The Distracted Curse- The Sirens are all affected deeply by the hidden music of the world around them whenever they gain the Tempted Condition they also suffer a modified version of the Distracted Condition where the penalty is equal to 7 – Humanity, this Condtion is resolved at the same time the Tempted Condition is.

Bloodline Disciplines: Celerity, Majesty, Vigor, Obfuscate

Bloodline Gift: the devotions of Melpominee

Melpominee
Phantom Speaker
(Obfuscate ••)
The voice is one of the most manipulative tools available and the Sirens have learned the value of having their voice heard where she wished to be heard.
Cost: 0 or 1 Vitae
Dice Pool: none or Manipulation + Expression + Obfuscate
Action: Instant
Results
Dramatic Failure: the Siren suffers the Confused Condition
Failure: nothing happens
Success: with just some concentration the Siren can throw her voice to any point in the room being able to carry out two conversations at once, some particularly crafty Sirens impersonate the voices of other using Presence + Subterfuge
By spending a point of Vitae and making the roll above the Satyr can hide his voice so that only the desired listener can hear his voice, a number of sentences equal to success rolled can be sent this way, those Kindred with Auspex may also hear the conversation if they succeed on a Clash of Wills.
Exceptional Success: the conversation persist as long as the Siren maintains her concentration.

This Devotion costs 2 Experiences

Shattering Crescendo
(Vigor ••)
There are times when subtle manipulation and tactful poetical maneuvering are insufficient and it is during those times that the Sirens turn their voice in to destructive tools capable of shattering steal doors or rupturing blood vessels.
Cost: 1 Vitae
Dice Pool: Presence + Expression + Vigor – Stamina + Blood Potency
Action: Instant
Results
Dramatic Failure: Further attempts to use Shattering Crescendo suffer a -3 Penalty
Failure: nothing happens
Success: Mortal and Kindred targets suffer success in Lethal Damage while objects suffer Aggravated Damage to their Durability.
Exceptional Success: against targets with regular Health Levels suffer the Stunned Tilt

This Devotion cost 2 Experiences

Madrigal
(Majesty ••)
Costs: 1 Vitae
Requirement: the Victim must be subject to the Sirens Awe
Dice Pool: Presence + Expression + Majesty
Action: Instant
Results
Dramatic Failure: the Satyr gains the Swooning Condition
Failure: nothing happens
Success: any individual paying attention to the Siren as a result of her Awe after she activates this power must roll Resolve + Composure if they do not beat the number of Success rolled by the Siren they gain the Charmed Condition for a number of Hours equal the the Sirens Blood Potency.
Exceptional Success: the Charmed Condition persist for a number of Nights equal to Blood Potency

This Devotion costs 2 Experiences

Metronome
(Celerity ••)
The Sons of Discord are notoriously difficult to manipulate much to the frustration of their rivals, the secret to this power is the hidden song sand by all members of the Bloodline by feeding her Vitae to the great song she imprints herself upon it and is later able to call upon this imprint to restore her to the state when she first connected with the great song.
Costs: 1 Willpower, 2 Vitae
Requirement: none
Dice Pool: Intelligence + Subterfuge + Celerity
Action: Instant
Duration: 1 night per Success
Results
Dramatic Failure: the Siren gains the Confused Condition
Failure: nothing happens
Success: the Satyr marks a particular doorway with her Vitae (one point included above) and she spends a point of Willpower, for a number of nights equal to Success rolled if she is afflicted with any mental, or emotional tampering and crosses the marked threshold and she spends a point of Vitae (included above) she shakes the effect currently clouding her mind weather it be from Dominate or other Discipline or other Supernal effect. The downside to this power is she loses all memories of all events that transpired from when she first marked the doorway to when she spent the second point of Vitae.
Exceptional Success: the Satyr resonates so profoundly with the song the he does not suffer any memory loss.

This Devotion cost 2 Experiences

Song of the Beast /Competition/Want
(Majesty ••••, Madrigal Devotion)
The Sirens song can easily change the atmosphere in the room as she fills it with the quintessential qualities of the Beast filling those around her with some of her own qualities.
Costs: 1 Willpower, 2 Vitae
Requirement: the Subject must be subject to the Sirens Awe
Dice Pool: the appropriate Lashing Out dice pool
Action: Instant
Duration: 1 Scene
Results
Dramatic Failure: the Satyr suffers the Condition he was trying to apply
Failure: nothing happens
Success: those paying attention to the Siren as a result of her Awe must roll the appropriate resistance against Lashing Out, failure means they suffer the appropriate Condition, the Siren only suffers a Condition if her opponent beats her roll and scores an Exceptional Success.
Exceptional Success: the Siren gains the Inspired Condition

This is three separate Devotions each pertain to the appropriate Predatory Aspect and must be bought separate times for each aspect.

This Devotion cost 3 Experiences

Sirens Symphony
(Majesty ••••, Madrigal Devotion)
There are times when dramatic change must be pushed along and the Elders of the Bloodline are masters at turning any domain on its head, with a few notes and a few words Princes can be deposed and Covenants betrayed by its most stalwart members.
Costs: 1 Willpower, 4 Vitae
Requirement: victims of this power must have the Charmed Condition or be under the effect of Awe
Dice Pool: Presence + Empathy + Majesty
Action: Contested
Duration: 1 Scene
Results
Dramatic Failure: the Siren gains the Swooning Condition
Failure: nothing happens
Success: the Siren makes the roll and all those who meet the requirement above roll Resolve + Composure, if they fail the roll and do no have the Charmed Condition they gain the Charmed Condition, those with the Charmed Condition gain the Enthralled Condition
Exceptional Success: all Victims of this power gain the Enthralled Condition not just those who have the Charmed Condition.

This Devotion costs 4 Experiences

The Traveling Voice
(Celerity ••, Phantom Speaker Devotion)
This useful tool is how many Daughters find great success in the service of their patrons performing an unmatched service in serving as a mouth piece for many leaders in any domain allowing them to communicate their will as they wish.
Costs: 1Vitae in addition to the costs for Phantom Speaker
Requirement: none
Dice Pool: none
Action: Instant
Duration: same as Phantom Speaker
Results
This power augments Phantom Speaker allowing the Siren to throw her voice anywhere her mind can visualize. She must still make the appropriate rolls described in Phantom Speaker.

This Devotion costs 2 Experiences
Shadow of Twilight
 GM, 69 posts
Tue 16 Oct 2018
at 19:01
Bloodlines
Elohim
Background: the exact origins of the bloodline are obscure obfuscated by the shadow of the declining Camarilla. The early Lancea et Sanctum faced percussion just as their mortal Christian counterparts at the hands of the eclipsing Camarilla, despite this percussion the  Lancea et Sanctum grew along with their mortal contemporaries. The Bloodline originated with an unknown Gangrell Elder which roamed the catacombs of some uncertain city though many claim it to be Rome its self, the Elder supposedly had given in to the Red Surrender giving his Beast full control. The Elder was subdued and as members of the Lancea et Sanctum worked to restore the Elder, as they worked to subdue the Beast the Elder supposedly suffered visions of righteousness that broke the Control the Beast had over him.
As time went on the Elder became a secret protector of the growing Christian Church and Lancea et Sanctum taking a herd of the believes. As the Camarilla declined and faded away the progeny of the Elder assisted the Lancea et Sanctum in their dogmatic attempts at altering Kindred history and hunting down the enemies of the early Lancea et Sanctum.
The Bloodline suffered a significant divide centuries later when several members joined the Circle of the Crone.  The mainstream members of the Bloodline moved to crush the heretical members of the Bloodline. One of the members of the heretical movement was found among the first progeny of the eldest member of the Bloodline. To bolster their own strength the heretic committed diablerie upon the torpid eldest eventually he himself vanishing and the feud between the Bloodlines two wings go on to this night.
The Becoming: Angels are selected from those members of a community that standout as tough enough to stand vigilant over their communities but also willing to do what must be done to test their community. To this end the Elohim embrace those of strong character, it requires great willpower to be the wolf among the sheep. To this end the Angels often find themselves at odds with their fellow Gangrell who embrace their inner Beast, the Elohim believe the Beast to be a destructive sword given to them to better preform the work of the Damned.
In the Danse Macabre: The Elohim often find themselves dragged in to physical confrontation as the needs of defending their flocks often demand. By extension of this they often end up as bruisers for whatever Covenant with which they are affiliated, they are dismissive of being so tightly casted. The majority of Angels count themselves among the Lancea et Sanctum with a slightly smaller group loyal to the Circle of the Crone. Representation among other covenants is minuscule the lack of faithful reverence detracting many Gaurdians.
Nickname: Angels, Guardians
Clan: Gangrell
Bloodline Bane: the Virtuous Curse-when the Elohim were first formed the world was filled with darkness and the Bloodline found easy feeding from those who gave in to the decadence. The Elohim are unable to feed from those with an Integrity score 2 points higher than their Humanity unless the Vitae is offered willingly.
Bloodline Disciplines: Animalism, Resilience, Protean, Majesty
Bloodline Gift: Celestial Endowments- the devotions created by the Blood of the first of the Elohim, the powers listed here are just examples of some of the bloodlines hidden gifts and practices, descendants of different Elders of the Bloodline have demonstrated significant variance depending on their origins.
Fourth Days Plague
(Animalism ••)
The presence of the Beast is off putting to most animals making some even aggressive to the Kindred race. With this power the Angel punishes his enemies with this same weakness, cursing their foes with the hatful presence of the Beast.
Costs: 1 Vitae
Dice Pool: Presence + Animal Ken + Animalism vs Composure + Blood Potency
Requirement: None
Action: Instant
Duration: 1 Night per Success, or 1 Week
Roll Results
Dramatic Failure: the Guardian suffers the Curse for a number of Nights equal to 7- Humanity
Failure: nothing happens
Success: nothing happens to the Victim but all animals that cross his path must roll their Resolve + Composure should they fail they become hostile and aggressive towards the victim of the curse.
Exceptional Success: the curse persist for a week.

This Devotion Cost 2 Experiences

Truth of Solomon
(Resilience ••)
A Guardian has a sacred duty and the forces of sin stand to sway her from her chosen path with this power the Angel calls upon the divine nature of her soul to strengthen her resolve against those that would tempt her to stray.
Costs: 1 Willpower
Dice Pool: none
Requirement: none
Action: reflexive
Duration: 1 Scene
Results
The Elohim spends the point of Willpower to activate the defense and for the rest of the Scene she benefits from half of her Humanity (rounding fractions up) as armor against supernatural manipulation. Powers such as Dominate, Majesty, Nightmare, Obfuscate and the effects of Blood Sorcery, must exceed this armor score in order to take effect. For example should the Angel be the victim of Dominate and her armor rating is 3 and the would be dominator only actives 2 success the power fails.

This Devotion Cost 2 Experiences

Divine Aspects
(Protean ••)
Most Gangrell call upon the unholy Beast to transform and twist their bodies while the Elohim believe they call upon the divine parts of their soul to empower and augment them and that tapping in to the Beast is something that must only be done in the most dire situations.
Costs: 1 or 2 Vitae
Dice Pool: none
Requirement: none
Action: Reflexive
Duration: 1 Scene

The Guardian gains access to the following Predatory Aspects and Unnatural Aspects, additionally 1 of these Predatory Aspects do not count towards her 3 Aspects maximum. To manifest Unnatural Aspects the Kindred must poses Protean ••••.

Predatory Aspects
• Luminary Eyes- the Vampires eyes glow with the light of creation, she takes no penalties for seeing in darkness nor does extreme light cause her vision penalties.
• Sinners Sense- the Vampires Kindred Senses now also reveal the Integrity rating of those around her
Unnatural Aspects
• Luminescent Halo- the Guardian surrounds herself in a ring of light all those looking upon her suffer a -4 Penalty for all actions requiring sight including most combat actions

This Devotion requires 2 Experiences

Sinners Remorse
(Majesty ••)
In antiquity the Elohim were called upon to defend their flocks against foes who knew no number nor any regret, other Gangrell would through themselves recklessly at their beast giving in to its violence. The Gaudiness knew this was unacceptable and learned that they could use the necessary violence and confess to one another to satiate the beast.
Costs: 1 Vitae
Dice Pool: Manipulation + Empathy + Majesty vs Composure + Blood Potency
Requirement: the Victim must have either the Bestial, Competitive, or Wanton Condition
Action: Instant
Duration: 1 Night per Success
Roll Results
Dramatic Failure: the Guardian gains the Guilty Condition as well as either the Bestial, Competitive, or Wanton Condition.
Failure: nothing happens
Success: The Victim of this power must have one of the requisite Conditions above, her first roll for detachment not related to the above Condition gains the Success rolled for activation as bonus dice to her detachment roll, if a Success is rolled the Victim of this power gains the Guilty Condition and has success in nights to confess her sins to the Angel otherwise the Victim immediately loses a point of Integrity.
Exceptional Success: If the Victim of this power confess the Angel regains a point of Willpower

This Devotion cost 2 Experiences

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Castigation of the Masses
(Animalism ••••, Majesty ••••)

Costs: 3 Vitae
Dice Pool: Presence + Animal Ken + Majesty
Requirement: none
Action: Instant
Duration: 1 scene
Roll Results
Dramatic Failure: the summoned masses come but turn on the Angel filled with rage at the parasite living in their own community
Failure: nothing happens
Success: the Elohim spills a point of Vitae included in the cost above and fills the air with is divine rage calling those of its flock to its side, those who are within the Angels presence immediately roll Resolve + Composure – Success, if they fail they fly in to a rage, additionally those who reside beyond the immediate area may also be attracted to their Guardian and also roll Resolve + Composure- Success failure calls them to the Angel and when they arrive they also enter the rage, most alarmingly for the Elohims foes is she can control the rage of the masses directing their anger as she so wishes.
Exceptional Success: Success is it own reward though those summoned by this power will move at great speed

This Devotion cost 4 experiences
Shadow of Twilight
 GM, 70 posts
Tue 16 Oct 2018
at 19:02
Bloodlines
Gorgons
Background: all Gorgons will tell you the same story, their mythic origins trace back to Medusa a women cursed by the gods and after her death her favored handmaidens bathed in the blood of their slain mistress and feed on her flesh, a spark of the gods curse lingered in the blood of Medusa and the handmaidens became the founders of the Gorgon bloodline. Over time the bloodline rose to prominence in the City States of Ancient Greece positioning themselves as divine oracles and in their shadow cultured two subordinate Bloodlines the Stheno and the Euryale. By the time Phillip of Macedon was establishing his empire the Gorgons held primacy over many Greek City States and their Colonies but it was at this time the Bloodline seemed to go in to remissions forfeiting their holdings and losing their influence by the time the Camarilla came to Greece polite Kindred society assumed the Gorgons were extinct.
The Gorgons endured extinction their reduced number made it far easier for the lineage and its servitors to maintain the faηade of their extinction. The Medusas lingered on the border of the Roman world building personal cults around themselves, each Gorgon became her own goddess and when the Camarilla fell the Gorgons were well positioned across the broken remains of Europe, the cults spread as the Bloodline emerged from its dormancy only to face the Lancea et Sanctum and the persecution of its proxies, the rise of the Invictus forced the Gorgons on the retreat, the cults in to hiding and by the seventeenth century.
The bloody birth pains of the Circle of the Crone at the beginning of the nineteenth century awoke many slumbering Gorgons who were all to ready to take up the mantle of walking goddesses. Many Gorgons simply assumed the cults that formed the Circle of the Crone to be the inheritors of the Medusas legacy and the Covenant is by extension their own personal possession.
The Becoming: throughout history the Gorgons have always chosen from stock with an inflated sense of self, emphasis on self importance provides all the necessary fuel for one to style themselves as a goddess of the night. They are surrounded with luxury and expect no less then the finest things be they vassals or havens. Most Gorgons begin their Requiems as a Ghoul of their would be sire and typically only the most prized servants ever have a hope of being embraced in to the Bloodline. Most Medusas take the form of social monsters lavishing the opportunity to destroy their rivals with but a few simple words and a few well spun rumors as such the Bloodline will recruit from high society social circles usually among those who would not be terribly missed or would have some motivation for vengeance. Physical capability is always a secondary feature of the Bloodline, simply put sometimes one must levy a clear display of ones own divinity. While mental skills carry their own value most Gorgons already know everything they need to know about their own sense of divinity to care to much for deep esoteric study.
In the Danse Macabre: the Gorgons consider themselves the founders of the Circle of the Crone and consider influence over the Acolytes as a birthright, the majority of Medusas will become Acolytes and linger among the Circle for their entire Requiem. A not insignificant minority of Gorgons are members of the Invictus the lavish lifestyle afforded by the First Estate found by them to be more appealing then the monstrous rituals conducted by the Acolytes. A fair number of outsiders can be found among the Firebrands and the Dragons the former usually due to some form of resentment a young Gorgon has for her Sire and the latter due to some belief that through the Mysteries of the Dragon they might become true gods in their own right. No known members of the Bloodline are counted among the Sanctified.
Nickname: Medusas
Clan: Ventrue
Bloodline Bane: The Serpentine Curse – the Gorgons suffer from the Obsession Condition related to snakes or other serpents, some spiritual connection to the creatures reaffirms the Medusas senses of inward divinity, additionally this fixation frustrates use of Animalism Discipline where the Gorgon suffers a penalty of 10 – Humanity to use the Discipline on non serpents, and Protean features of non snakes costs an additional Vitae.
Bloodline Disciplines: Animalism, Dominate, Resilience, Protean
Bloodline Gift: Amphivena
The signature power of the Gorgons is reflexive of control over their own form as well as alignment with their own mind. Upon joining the Bloodline the Gorgon gains the Serpentine Rapport Devotion and she may purchase the other Devotions of the Bloodline at a costs of 2 Experience Points per power.
Serpentine Rapport
Upon joining the Bloodline the Gorgon unlocks some long lost animal like element in her mind that allows her to more easily exert herself over the serpents all Gorgons are likely to surround themselves with.
Costs: None
Dice Pool: None
Action: None
Duration: This Power is considered always on and requires no Roll to activate
Effect
The Gorgon adds her Blood Potency to all rolls involving snakes (typically Animal Ken) as well as Disciplines she wishes to use upon snakes, additionally she counts as having a Skill Specialty in Snakes for whatever Skill that that may benefit, when the Gorgon creates Snake Ghouls they instinctively become aware of their Supernatural abilities.

Serpentine Union
(Animalism •)
The Gorgon focuses her mind and in the instant her thought become aligned with the mind of her serpent she absorbs its body in to her own transforming the snake in to the insubstantial stuff of Vitae
Costs: 1 Willpower
Dice Pool: Presence + Animal Ken + Animalism vs Composure + Blood Potency
Action: Instant
Duration: 1 Night per Success
Effect
This Devotions abilities vary depending on the Gorgons mastery of Animalism the effects of which are cumulative the Gorgon may only have one instance of this power active at a time.
• +2 Bonus to Perception rolls related to touch and smell but her tongue becomes visibly forked
•• +2 Bonus to Perception rolls related to sight but her eyes appear like those of a snake
••• +1 to her Dexterity and Strength for the duration of the power
•••• she may absorb Vitae from the Snake which has a number of points equal to its Size, treat this Vitae as Kindred Vitae, should she absorb all of the Vitae this power immediately ends and her body will eject the dead body of the snake before the night ends
••••• she may chose to eject the whole or portion of the snake from any opening on her body commanding it as if she had successfully used Feral Whispers upon it

Arms of the Amphivena
(Protean ••••)
This monstrous transformation twist the hands and arms of the Gorgon in to having snake like features, her hands may shift in to full fledged snake heads or a fanged mouth with a flicking forked tongue may materialize upon her hand. Whatever the form the deadly results can hardly be argued.
Costs: 1 Vitae
Dice Pool: None
Action: None
Duration: 1 Scene
Effect
Upon learning this Devotion the Gorgon gain an additional Unnatural Aspect form reserved exclusively for this power. When activated her hands transform in to nightmarish serpentine appendages with fangs, she may chose to bite after a successful Brawl attack in which case she may take 1 point of Vitae which inflicts an additional point of Lethal Damage to non Kindred Victims, her Brawl attacks also inflict 2L even to Kindred. After she has initially grappled a victim she gains a +2 Bonus to maintain the Grapple and if she chooses to use the Feed Move she counts as scoring 2 more success as long as she won the grapple roll. When feeding non violently she may take two additional points of Vitae per turn, bites from her monstrous appendages may not be sealed and will appear as appropriate snake bites.

Medusa’s Venom
(Resilience •)
The Gorgon creates transforms the Vitae within her form in to a dangerous toxin reminiscent of the serpents she can command.
Costs: 1 Vitae per Dose of Toxin
Dice Pool: Stamina + Animal Ken + Resilience
Action: instant
Duration: 1 Night per Success
Results
The Gorgon transshipments her own Vitae in to a virulent toxin which has a Toxicity Rating of Resilience + Blood Potency, the toxin persist for a number of nights equal to success rolled which she may deliver via bite or she may milk the venom from herself in which case she has roughly an hour to find a use for it before it becomes harmless. The Toxin strikes its victim every 15 minutes and is resisted by Stamina + Resolve- Toxicity. The Gorgon may store a number of Doses equal to her Stamina + Blood Potency, the effects of the toxin depend on her mastery of Resilience.
• the Toxin causes the Arm Wrack or Leg Wrack Tilt but inflicts no damage
•• the Toxin damages the target Strength Characteristic, this heals as Bashing Damage
••• the Toxin damages the targets Stamina Characteristics, this heals as Bashing Damage
•••• the Toxin causes the Stunned Tilt, this also causes Bashing Damage to living victims
••••• the Toxin causes Aggravated Damage to living victims and Lethal Damage to Kindred

Body of the Gorgon
(Dominate •, Protean ••••)
This archetypal power allows the Gorgon to take the form of their legendary founder and project their divine powers over all those who gaze upon their splendor. This jealously guarded power is hoarded by only the most powerful Gorgons and seen as a sign of their natural divinity.
Costs: 1 Willpower, 2 Vitae
Dice Pool: None
Action: Instant, the transformation takes 1 full turn
Duration: 1 Scene
Results
The Gorgon grows to a monstrous Size 7 which increases all of her derived traits, additionally once per turn she may invoke her Dominate Powers upon all who see her without needing direct eye contact. Should she possess the Medusa’s Venom Devotion she may spray any prepared Venoms through any of her wounds Reflexively with a Dexterity + Athletics – Defense.
Shadow of Twilight
 GM, 71 posts
Tue 16 Oct 2018
at 19:05
Bloodlines
Tremere

Background: the history of the Tremere is shrouded in history as according to most legends the Bloodline had gone extinct on multiple occasions. The first of these tales talk about a band of Kindred which made a bargain with a creature of infinite darkness, some say it was a Strix others say a creature from the Abyss. Regardless of the source of their power these Kindred found themselves able to learn to work Awakened Magic but without guidance one by one they were rejected by their fellow Kindred who did not trust them and despised by the Awakened for what they were and inevitably consumed by Paradox.

Another tale speaks of the Theban a creature who was able to twist its own nature which was able to work the Arcane as any Mage but lived on without aging surviving on the blood and breath of his prey. The Awakened claim he took on apprentices enslaving them after the Fall, these Mages would eventually free themselves of the Theban but not without their nature being twisted creating the Tremere-Liches Lineage. The Kindred Tremere say some of these followers remained loyal to the Theban and for their loyalty were given the Embrace.

After the Embrace these Kindred were sent across the globe to collect information and build vast pools of knowledge and potential, while each was slightly different five great Houses came in to being, each a crude mockery of one of the Paths, the founders of the Houses found themselves unable or unwilling to Embrace as such they recruited from those already Embraced.

Torpor or Final Death eventually came for the Founders and each of the Great Houses broke down in schism in to the Lesser Houses each ruled by one of the Arcana. As ages passed the Lesser Houses endured creating endless branches of cults. While not a large Bloodline they span the globe with a hunger for knowledge only matched by their hunger for blood.

The Becoming: the majority of Warlocks are brought in to the Bloodline via an Aveus recruiting an already experienced Kindred. The Bloodline actively recruits members who have something the Bloodline needs or is of such extraordinary talent that. The Blood Bond is the foundation for organization and control in the Bloodline with an apprentice bound to his first master and typically his Aveus. In the event that one is embraced directly in to the Bloodline they will be bound to their sire and likely other members of the bloodline. Those humans brought in to the bloodline usually displayed some facet of supernatural talent.

In the Danse Macabre: many Tremere are drawn to the Invictus simply for the raw abject power and influence the Covenant offers, access to luxury goes a long way to to uncovering the occult mysteries that every Warlock is attracted to despite this those Warlocks that are members of the First Estate tend towards keeping their lineage a secret given the tendency of the Invictus to dismiss the occult. The Church plays hosts to a strong collection of Warlocks some join out of legitimate faith many others in pursuit of the secrets held by the Sanctum, those faithful Warlocks are a sight of terror for the enemies of the Church with command of Theban Sorcery and arcane secrets. Recently many Warlocks have joined the Dragons seeing the Ordo Dracul aligns with many of their ideals even if their methods are different. Some Warlocks become Acolytes and typically join for the same reason one might become a Firebrand, protection from wronged regents.

Nicknames: Warlocks, Blighted (Derogatory with Mages), Soulless (Derogatory with Vampires)

Clan: Any

Bloodline Bane: The Broken Soul Curse- to any with supernatural senses the Tremere appear to be soul stealers weather that mean they register as Diablerist to their fellow Kindred or Reapers to the Awakened. In addition to this they also suffer the Tainted Condition whenever they are also suffering from the Tempted Condition with an effective Blood Potency equal to 10 – Humanity.

Bloodline Disciplines: as parent clan in addition they gain the Thaumaturgy

Bloodline Gift: Thaumaturgy

Kindred Tremere are incapable of the Creative Thaumaturgy of their Awakened cousins and instead rely of deep study to memorize the techniques utilized by living Mages in the form of Rotes. These Kindred horde anything that might give them insight in to the Supernal and by the power of the Blood are able to briefly call upon the powers of the Supernal Realms.

For the purpose of mechanics Tremere can cast Rotes following the same rules described in Mage: the Awakening with the following changes. Rotes cost 1 Experience for the Tremere to purchase and a Tremere revives a free Rote of equal level when purchasing a new dot of Thaumaturgy.

Cost: 1 Vitae
Dice Pool: Blood Potency + Thaumaturgy + Mudra
Action: Instant (30 Minuets to cast the spell as a Ritual roll once after a half hour unless a Reach is used to cast in one turn.)
Result
Dramatic Failure: the Spell fails and the Warlock gains a Condition appropriate to the desired effect of the spell.
Failure: the Spell fails to take effect
Success: the Spell take effect as expected
Exceptional Success: the Magic exceeds expectations, the Warlock regains 1 point of Willpower and applies one of the following effects to the Spell
 A Bonus step in the Spells primary Spell Factor
 A Reach in the Primary Spell Factor
 The Spell ignores any Withstand levels and takes effect at full Potency

Spell Factors

Just like their Awakened counterparts the Warlocks have access to the same verity of Spell Factors and utilize them in the same way.

Yantras

The Tremere utilize Rotes exclusively as such make frequent use of Mudras and the Skills associated with the spells they have learned. They are able to utilize other Yantras to empower their spells as well with the normal limitations still applied. The Tremere are unable to utilize Path Tools, Order Tools, Dedicated Magical Tools, and Patron Tools. They can utilize any Blood Bonds they shear as a sympathetic connection gaining +1 to +3 dice depending on the strength of the bond. Additionally those whom the Vampire shears Blood Sympathy with, +3 for Vampires that are once removed, +2 for twice removed relatives and +1 for all other relatives.

Mana
The Tremere are unable to sustain or generate Mana but some of their most powerful spells call for it in which case they may spend Willpower Points in place of Mana, they may still only spend 1 Willpower Point per turn so if a spell calls for multiple points of Mana the Tremere must spend several turns doing so. Alternatively a Tremere may use the latent Mana in Tass, Artifacts, or other items that may have their own man to feed their Spells.

Paradox

The soul of the Tremere is tainted and as such is incapable of containing Paradox when they occur. The Abyss afflicts Warlocks differently then is does the Awakened it can sense the hungry emptiness within the Vampire, each success rolled by the Paradox adds one level to the Tempted Condition.